#pragma once

#include <D3D10.h>
#include <D3DX10.h>

#include <string>
#include <map>
#include <vector>

#include "cEffect.h"
#include "Misc.h"

class cEffectManager
{
public:
	void Initialize(ID3D10Device * _device);
	cEffectPtr Load(std::wstring filename, std::vector<InputElement> ID);

private:
	bool LoadShader(std::wstring filename, std::vector<InputElement> ID, cEffect * effect);

	ID3D10Device * device;
	std::map<std::wstring, cEffectPtr> EffectData;

};